I did run into one problem so far, however. I am using the Array List Copy To action to attempt a simple copy one ArrayList to another. But action doesn't seem to work. No errors - just an empty destination array list.

Is there a trick to using this action?

I had the exact same issue. Also, I noticed that when I used the "Count" variable, the "copied" values were added to the end of the target Array which grew in length every time the Array was copied.

I am working on an option for my conveyor belt system.. I was going to try tracking the position of the parts along the 'belt' And would like to use an array to do it. So i thought i would try ArrayMaker

Each conveyor is a start and end object and i want to create an array based on the distance between then divided by my part size. Then each part will be assigned an array location when it enters the conveyor and just watch the part in front of it for a collision. I have a true collision system working now but am worried about performance with hundreds of parts.. and i loose accuracy as well using the basic collision method.

So my question is what sample is going to point me in the right direction? I have looked at a few and am not quite sure how to proceed? Or maybe it does not suit?

Funny i had an idea in the shower right after i wrote that message... i realized that each object just had to watch the object in front of it... so i just send a reference of the previous object to each arriving object. It can watch the distance between them..

That is the basic idea anyway..

It is a sliding track not fixed locations so there can be any distances between objects.. but they can back up at the end temporarily etc.

huge update of ArrayMaker today!! I am finally getting on top of all the things I need to do re playmaker so I could finally do that necessary facelift to ArrayMaker actions to make them easy to use, short and generally less scary to look at

the latest addition to playmaker is the ability to let the user select a type of fsm variable and then select that variable. It was before not possible, and therefore I had to provide all possible solutions, which would make the actions interface really ugly, not conveninient, confusing, frustrating, prone to error, etc etc etc...

now, it's so much easier!!

!!!!WARNING: NOT COMPATIBLE WITH PREVIOUS VERSIONS!!!!

most actions have chanbges their interface, and therefore will oose their set up if you import the latest package into an exisiting project. You simply need to go over each of your arrayMaker actions and re set them to what you want to set, add, get or delete. The engine itself remains the same, so you can upgrade, but you need to back up before just to make sure you can come back to it and study how it was set up for example.

I updated the package with a new sample, RTS selection, it's been requested many time, so I rolled a working sample, where you can drag a rectangle on screen and it will pick up LIVE objects that responds to this rts selection system. It also outputs the set of selected object into an array.

pretty cool, especially since I managed to make the visual rectangle all in unity, using GUI, so no third party required here I will make a vectrosity based version of this in few days, but this is something else.

Hi Jean, I have a variation in the sample selection rts but need adjustments to work properly. My intention is to add selections to the array.If you see a better way ...thank you for your excellent work

How would you see Dictionnaries implemented, and how that could improve the perfs in our situation? It's been a struggle when I started, cause I did ask myself this question, and I went for hashtables, I guess I can support dictionnaries too, but I need hard evidences that indeed it will perform a lot better.

The main use for ArrayMaker is really about discrete access to information, not processing a huge list of items during the gameLoop, in that case, yes, I would actually myself look for a more appropriate solution. Having said that, Playmaker would also be out of the question in terms of pur fsm implementation, and I would delegate this sensitive task to a custom action.

The main thing to keep in mind in our Unity environment is that, most likely arrayMaker will never be the bottle neck to performances. Physics, character animation, shaders, network lag, Mesh processing will come first in 99% of the projects. I am running highly sensitive simulation systems using this very same ArrayMaker version, and when I profile, it's completly unnoticeable, peanuts...

If you have a use case scenario where dictionnary would perform better, I would be really glad to test it and provide a more performant alternative for sure, and would actually be a good thing to provide as a sample with ArrayMaker to demonstrate when to use Dictionnary over hashtables.